Hello all,
I'm happy to say our project was reviewed by PC Gamer, and our article is here;
I personally hope it'll bring more attention to Neverwinter Nights 2, to see the community grow a lot more.
http://www.pcgamer.c...inter-nights-2/
Hello all,
I'm happy to say our project was reviewed by PC Gamer, and our article is here;
I personally hope it'll bring more attention to Neverwinter Nights 2, to see the community grow a lot more.
http://www.pcgamer.c...inter-nights-2/
That's cool to see coverage from a gaming magazine. How did that come about?
Rather than celebrating the toolset's power and flexibility in facilitating such an endeavour, the article portrays NWN2 as a terrible anchor weighing down the project with language like "the Neverwinter Nights 2 engine is straining from the ways Aaron and his team have had to contort it to mimic Runescape", and says it could easily be seen as "a rickety imitation of a professionally developed MMORPG". It also contains numerous factual errors here and there. I would not endorse this article. It also calls attention to the server currently being pay-to-access, which is against the NWN2 EULA.
That's cool to see coverage from a gaming magazine. How did that come about?
We made contact with them ![]()
Rather than celebrating the toolset's power and flexibility in facilitating such an endeavour, the article portrays NWN2 as a terrible anchor weighing down the project with language like "the Neverwinter Nights 2 engine is straining from the ways Aaron and his team have had to contort it to mimic Runescape", and says it could easily be seen as "a rickety imitation of a professionally developed MMORPG". It also contains numerous factual errors here and there. I would not endorse this article. It also calls attention to the server currently being pay-to-access, which is against the NWN2 EULA.
There's no question that the toolset is powerful and flexible, for it's time, I was also unsure what exactly was meant by the straining, as the server performance is perfectly fine.
I didn't contact them to blow smoke up my ass, our project is closed beta, so you can expect it to be "rickety". We've been looking for reviewers for a while, as this gets players (our fans) to understand how the project is currently. Not to expect them to say "look how good this server is" but to say how it stands.
Though this is considered as a professional review, we have some stuff lined up which isn't so "professional".
And we aren't a pay-to-play server, we heavily suggest people donate to help filter out people, while our projects in it's early stages. The reviewer didn't donate, so it's not pay-to-play ![]()
There's no question that the toolset is powerful and flexible, for its time
I think there's no question that it's powerful and flexible not only for its time, but for current time as well. Where are the toolsets or construction kits for other, more recent games that are more powerful or flexible?
I think there's no question that it's powerful and flexible not only for its time, but for current time as well. Where are the toolsets or construction kits for other, more recent games that are more powerful or flexible?
As standards of a triple A game, the game is very unfinished and flawed in more than one area.
You have to understand that, what your saying isn't exactly true. While the toolset is great, it is what it is for Neverwinter Nights 2, and it's genre (i.e. nwn1).
You can't say "Well where are other games toolkits?" as a defence for the flaws of NWN2, as unfortunate as it is, there aren't really any new games out these days which are similar to how Neverwinter Nights is made. Some games do have toolkits, but a lot of games don't have toolkits because of the limitations of what the actual game is.
I'm Glad this was linked, Tchos is right though, we should have been more specific. We do let people who ask to play on for free, but donations are encouraged to keep the servers online. We don't profit at all lol... I've sunk so much money into Molior RS it hurts to think we are trying to make money from this.
As standards of a triple A game, the game is very unfinished and flawed in more than one area.
You have to understand that, what your saying isn't exactly true. While the toolset is great, it is what it is for Neverwinter Nights 2, and its genre (i.e. nwn1).
You can't say "Well where are other games toolkits?" as a defence for the flaws of NWN2, as unfortunate as it is, there aren't really any new games out these days which are similar to how Neverwinter Nights is made. Some games do have toolkits, but a lot of games don't have toolkits because of the limitations of what the actual game is.
I don't believe NWN2 was ever promoted as a AAA game, and yet the toolset is at least as powerful and flexible, if not more so, than that of its contemporaries Oblivion and Fallout 3, which certainly were promoted as AAA games. Whether the official campaigns were unfinished or flawed has no bearing on the power of the toolset. My query about the existence of later games' toolkits was not offered as a defence of flaws (no one mentioned any to defend against anyway). I said that the toolset is powerful and flexible, not just for its time, but today as well, and it stands strongly, if not at the forefront, of the toolsets of any modern game in its genre. How is that not exactly true?
"Where are the toolsets or construction kits for other, more recent games that are more powerful or flexible?"
That's as good as saying "Neverwinter Nights 2 has some flaws, but at least it has a toolkit. What newer games offer that?"
I'm not on about the campaigns, I'm on about the game play itself. Compared to Neverwinter Nights 1, the toolset is powerful for the game itself. If you compare it to other games tool kits, it's not so great. Bugs and errors pop up from even the slightest touch, which have no real form of debugging (for example).
You seem more upset of what the article states than I do ![]()
That's as good as saying "Neverwinter Nights 2 has some flaws, but at least it has a toolkit. What newer games offer that?"
I'm not on about the campaigns, I'm on about the game play itself. Compared to Neverwinter Nights 1, the toolset is powerful for the game itself. If you compare it to other games tool kits, it's not so great. Bugs and errors pop up from even the slightest touch, which have no real form of debugging (for example).
Your "as good as" version doesn't reflect my meaning, and if you want to argue that, then you'll need to find someone who feels that way. I already re-explained what I meant by it. If you're going to say that it's not so great compared to "other games' tool kits", though, then please don't ignore my query as to which ones.
I can tell you that I touch the toolset more than slightly on a regular basis, and bugs and errors consistently fail to pop up when I do, so I don't know what you're on about there, unless you're just saying you have trouble programming and don't know how to debug errors that you make yourself. I find the script editor's debug feedback more than enough to fix any errors that I make.